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Deathly invigoration: not sure about the cond-remove and the numbers; thats too much, imo. but it should definitely heal more than it does now
Furious Demise, Shrouded removal, spiteful spirit: so ppl can have perma retaliation and fury when they double-tap DS and dont even need ‘near to death’ for that? thats OP. especially perma-retaliation is really lame.
Death Shiver: tweak the numbers so it doesnt give perma-chill.
Speed of Shadows: way too much.
Reapers Might/unyielding blast: not sure about the particular boons/conditions you chose, but its an interesting idea. i dont really want to lose ‘vuln/might on lifeblast’ tho.
Weakening Shroud: the internal cooldown should be lowered to 10 or completely removed.
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-new skins for minions. i want a gw1-golem…
they should be easy distinguishable/recognisable tho.
-a new life force gathering effect, that turns that stupid life force (minecraftlike) bubbles into something cooler looking
-an option to turn off reanimator
-an option to turn off several annoying sounds like the chars comments about minions. or the staff auto-attack sound
this stuff would work for every class. i srsly wonder why anet hasnt implemented something like that yet. they could make so much money with that
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Spectral grasp and Scorpion wire (even worse, it doesn’t give light force or chill or anything) are kind of a joke when you compare them to into the void.
Since it is a mersmer skill, it being a light field giving aoe swiftness to your allies, while crippling your enemies and allowing you to pull them all in a desired location RELIABLY at will while having a shorter cd than those two bugged underpar utility skills is only natural.
I forgot you generally wouldn’t even see the wall more than 0.1s before being pulled while those two utilities are projectiles meaning they are easier to dodge.
you forgot the projectile block :O
and ‘LIGHT force’ … … really?
It is bugged so randomly you yourself gets pulled forward instead.
thats always the case when the projectile is reflected. then you get pulled and chilled instead of your target.
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i have a black charr necro with white stripes. i like the colour-combination, it fits the necromancers theme.
actually i wanted to give him a black-coloured leopard/cheetah/jaguar-fur pattern.
black fur, SOME white spots in it.
but when i tried to give him white fur and black pattern, it was mostly white.
when i gave him black fur and white pattern, it was still too much white.
so i went on and picked the tiger-pattern.
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shouldnt be that big of a deal to fix this, imo
but, isnt this an issue since release?
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Flame weapons are very good (tier 2 charr cultural).
i use flame daggers/axe and just love them (plus, theyre cheap).
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Spectra wall suffers from us having only one weapon that has a projectile finisher as an auto attack (staff) we also have the least finishers of any profession. So that leaves the wall entirely for adding protection/vuln by kiting through it or walking through it. It does decently if you get both…and its ok in PVE scenerios for extra party contribution. But is it worth giving up a slot for?
The lack of finishers isnt really the main issue of the wall.
the problem is that, if you place it on the enemies, you get the vulnerability, but probably not the protection for most your group.
And to go into melee range of mobs just to get some seconds of protection isnt worth it. might be good with lots of melees tho.
Spectral Walk. it is 60 seconds instead of armors 90 seconds and gives incredibly long swiftness and a decent escape tool with the problem….
Its badly designed. The ability is clearly an escape ability with the swiftness and stun break, but would be better to have a double movement speed buff (as swiftness is dispellable and doenst help much in combat).
what would be the point of having the Boon-system and boon-strip skills when Anet starts to add undispellable non-boon-buffs that have the same effect?
(btw undispellable kitten is one of the reasons why boon-stripping skills are so useless in pve)
Honestly you’d be better to just give a breif protection buff to walk….and completely redesign armor.
And the reason people dont use SW often is probably because if your wanting a stun breaker, most people go for signet plague. It gives another condition wipe, as well as another way to stack conditions on an enemy (whatever conditions they put on you or allies, or conditions you put on yourself for using corruption skills).
[…]
Walk atleast is a fun ability, i hope they fix it…as for the others…they seriously need reworked imo.
Im a bit skeptical about that. Spectral walk already has a lot of effects; its a stun breaker, provides swiftness, gives utility/mobility with its spectral bond and can provide a lot of life force.
Adding protection to that might make the skill a little bit too good.
Walk is a pretty solid skill and not as bad as you make it look.
‘people dont use SW often’ and ‘most people go for signet plague’ is just wrong. i see a lot of spectral walks on necros but barely any signets, and if, its locust most of the time. (talking about WvW mainly)
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-reenabled weapon switch while in DS
-skills are no longer locked for half a second when necros leave the DS
-DS#1 is now a 100% projectile finisher
-some sort of actual DS-UI is implemented instead of this downed-like crap we have atm
-axe#1 damage increased by 20%
-axe#3 is now a blast finisher, retaliation-duration reduced, capped or replaced by something else (cause perma-retal is just lame)
-focus#5: cast time reduced to 3/4 secs, damage increased to a value that actually hurts, when it removes some boons
-dagger#1, 3rd chain is now AoE
-dagger#2: heal increased by 10%, now heals allies and minions near you (600 range)
-staff#1: less annoying sound, faster projectile speed/cast time
-staff#2: increased power-scaling.
-signet of the locust: CD reduced to 30 seconds (similar signets have 20-30 secs CD)
-signet of spite: chill and confusion added, CD reduced to 45 seconds
-blood is power: gives 5 stacks of might to allies around you too. bleed stacks on yourself changed to 4 stacks for 6 seconds.
-shadow fiend: haunt: is now instant and AoE
-corrupt boon: recharge reduced to 30 seconds, poison increased to 8 seconds, 8 seconds self-bleed added
-spectral wall: blocks projectiles. turns them into life force when traited. should stack with protection from other sources, but this is not a necro-specific issue. also, all walls or things that absorb/reflect projectiles or have an effect on ppl who run through it, should have a limited numbers of uses, like the mesmer portal
-spectral armor: CD reduced to 70 seconds, gives 2 seconds of Invulnerability, followed by the protection
-flesh golem: usable underwater.
-bone minions: explode: bone minions now run towards your target and then explode (like shattering illusions)
-minions in general:
-there are now several different minion skins available in the gem-shop! (a gw1-flesh golem skin for example)
-minions now stay while transformed
-removed the internal CDs on Mark of Evasion.
-internal CD of weakening shroud lowered to 12 seconds
-death shiver: like the idea of this trait, not sure about its placement/effect. maybe buff to 1 vuln every second and move it to spite#25?
-axe mastery: bonus damage reduced to +5%, changed to Master Major trait.
-protection of the horde is removed as a minor trait and combined with one of the other Minion-major traits
-Full of life: gives 10secs regen
-Vampiric: either scales with healing power or is upped by a bit and works while in DS
-dagger mastery: buffed to 20%, perhaps gives 40 precision when a dagger is equipped
-Transfusion: now scales with healing power, 1:1 ratio (for the whole skill, not per second)
-deathly invigoration: increased base value and scaling. no internal CD (just in case there is one)
-Blood to power: increased to 10-15%
edit: oh wow. this became longer than expected oO
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guess what? thats a problem with a LOT of charr-related things. compared to the concept art, the ingame stuff is a horrible joke.
for example, i made an engineer cause of this pic. when i saw the actual flamethrower then, it was a huge disappointment.
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i would rather see either axe or dagger getting changed to being a Power-weapon with a reliable AoE/cleave than introducing a new weapon type just for that.
I think the necromancer could need a long range power-weapon that is an alternative to the staff, but no idea what that could be (or they could just increase the power-scalings of the staff)
Torch would be awesome too; it fits the necromancer-style, could provide blind, burning, maybe a smoke- or fire-based necrominion.
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The change to spinal shivers is nice. if only its base damage wouldnt be so pathetic.
And still no changes to the DS UI, wtf, Anet?
not that i expected anything of this patch…
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i guess this sint on european servers?
on a site note: necro-teams are awesome. just did my fractal daily with 1 mesmer, 4 necros. was easy as kitten, at some point we all switched to minions cause it looked awesome to completely overrun the enemies
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In the first weeks or month i identified them and all i got was kitten. so i started to sell them and buy the dyes i wanted instead.
dont regret it. RNG usually hates me
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surprisingly, for a power necro all of the elite skills are useful.
-Lich gives you raw damage
-Plague has the perma-blind (the sad part of plague is that you can ignore the other 2 abilities most of the time), which is useless in bossfights, but awesome in pvp/wvw
-Undead-turkey for the AoE-knockback (i also use it in TA since Lich is bugged in there)
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How i would like to see the trait changed:
A Jagged Horror is summoned. When it dies, it takes 20 seconds until a new one rises (no corpses/kill needed).
The horror has no life degen and you can only have one at a time.
Out of combat, it does nothing, just follows you; in combat, it runs to your target and blows up (just like mesmer-illusions, when you hit the shatter-hotkey).
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Life Blast: 100% projectile finisher, adds at least 1 bleed stack
Dark path: remake the projectile/animation to kind of a black ride the lightning, which requires a target. Lower cast time. Applied conditions, recharge etc. stay the same.
Doom: is fine, stays as it is. But mobs that are specifically immune to fear are stunned by fear-abilities instead.
Life transfer: stacks bleeding with every tick. add something special to the last tick, like extra confusion or somethign like that.
A new fifth defensive ability. Maybe a stunbreaker or stability.
And then i would put at least 1 minor trait into every traitline except soul reaping, which adds a new effect to the death shroud. something, that fits the theme of the traitline. (A buffed) Deathly invigoration for blood magic for example.
I would also add some utility-skills that consume life force.
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Just adding my 2 cents. Builds, skills, traits, gear aside having 4 level 80 characters my biggest issue with Guardians is the huge disperity in damage output compared to other classes. Basically, I don’t feel that the surviveability we bring is enough to offset the minimalistic amount of damage we dish.
are you serious?
being able to provide your party with aegis, numerous projectile-blocks, lines that foes cant pass and party-wide stability/every-single-boon-in-the-game is a really great advantage.
the difference between having a guardian in your group (dungeons/fractals) and not having one is huge. too huge, imo.
in a game with 8 classes and parties of 5, no class should be as important as the guardian currently is.
and i really dont see how a warrior can ever have more survivability than a guardian…
Also, while enjoy the versatility and vaariety in build options for Guardian there are too many skills that are worthless in WvW, symbols, spirit weapons for example.
Every class has quite a lot of skills/traits that are useless. compared to others, guardians have many very good skills and many of the best utility-skills.
@retaliation/protection-discussion:
i think retaliation is in a fine place right now. most traits and skills that give retaliation have an adequately short duration (3-5 secs.). there are only a couple of exceptions, that need some tweaking like unholy feast (which can provide permanent retaliation without any traits needed) or"save yourselves!" (not sure about symbol of wrath. 5secs. of retaliation every 16 secs. sounds pretty lame too).
the same goes for protection: in my opinion, most durations are short enough, but being able to give protection with your auto-attack(symbol of protection) is just wrong and lazy.
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Male charr necro here and sadly i have to agree.
Most of the armor looks bad.
its stretched, tails clip through, many headpieces cut off the horns, the cultural armor is mostly bad too.
And you have to wear kittening skirts all the time; i only found 2 actual pants for light armor in the entire game, and they look rather bad on charr aswell.
you could try out a female tho.
Norn: you rarely see norn-necros, but when you see them, theyre usually awesome. plus, the tattos. and as one of the norn-necros i met so far said: “it fits. norn are huge, which means they have more blood for sacrifices and rituals and stuff”
Sylvari:
might look good, but do you really want to be someone like trahearne? really??
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why dont you mention ALL the stuff in the patch logs?
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And so the first sign of my prophecy is made true.
i think nobody gives a kitten about your ‘prophecies’…
well…i expected that anet wouldnt do much.
but they did almost nothing ._.
instead, theres now quaggan backpacks….yeah…
but they didnt break spectral walk, which is cool (or at least i hope so. havent checked if there was a stealth nerf).
i really wish they would stop throwing out new content and concentrate on balance first.
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what?
i mean….what!???
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agree’d.
the wvw-titles are disappointing. i also wonder why they didnt make a title for every level of the achievements (similar to the faction-titles luxon/kurzick etc. in gw1).
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And for the love of the Six, let us cast wells underwater at last. Without the ranged trait – a bubble around the caster. With the ranged trait – a bubble around the target. How is that a big deal? Engineers got their grenades working underwater without any problems.
^this.
i mean, warriors can ram banners into the water and they stay there. they can even shout underwater.
there are so many skills that arent available underwater for no apparent reason.
wells underwater are strange? just replace them with skills like “current of darkness” (for well of darkness for example) and stuff like that. they did this with elementalists tornado, mesmers moa, so why not with wells and undead-turkey-minion?
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i thought about it and since necros arent meant to me mobile, a leap finisher is probably asking for too much. but the idea for DS#1 to become a projectile sounds fair, since it has slower fire rate.
im not exactly asking for leap finisher on dagger #3. but magnetic grasp got half the cast time, half the cooldown, bigger range, is a gap closer and leap finisher…
anet should give dark pact at least SOME of this stuff.
because as dark pact is now, it’s a very boring skill adn too easy to dodge
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Dagger:
#1: Good damage, good life force generation.
#2: Again, good damage, good range (for a melee weapon), but the heal is too low. AoE-heal would be cool too; for minions and support builds.
#3: slow cast time, rather long immobilise. i would love to see this becoming a gapcloser (similar to magnetic grasp which is significantly better in every aspect except immo-duration)
Focus:
#4: awesome skill. increases your direct damage by a lot. has a good cooldown. generates a good amount of life force. too bad regeneration is often wasted cause of DS, but thats a DS-issue.
no.5 slooow cast time, no damage. the boon-stripping is good in pvp/wvw aswell as the chill. in PvE it is rarely worth the cast time. most mobs dont use boons at all and the mobs that use boons either reapply them the second you rip them off (the grawl shaman in the volcanic fractal for example) or their boons cant be ripped off in the first place. this skill should deal high (AoE-)damage for every boon it rips off (similar to this)
DS:
#1: Good damage. should be a 100% projectile finisher tho and cast a little bit
faster. should add at least 1 stack of bleed.
#2: the chill and bleed is good, has a very short cooldown. if it hits, its awesome. for pvp, it needs faster cast time and faster projectile speed (or no projectile at all).
#3: no cast time, short duration: awesome for rupts or to prevent enemy players from dodging #3
#4: as a power-nec, good AoE; as a condition-nec: bad.
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do you know any beneficial bugs the necromancer has?
they will be ‘fixed’ for sure.
some useless minor changes to one or two traits/skills nobody uses anyway.
nothing else.
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Some abilities inflict damage to the necro…which somehow seems less than an exciting idea, you know? What is with that? I HAVE to be missing something here.
actually, sacrificing his own health/well-being to fuel some powerful spells was always a rather big part of the guild wars necromancer and necros/dark spellcasters in general.
if anything, the self-hurting and the effects of the skills should be greater, imo, because most of the time, the conditions you inflict on yourself can be ignored since they dont last long.
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Scepter.
[15 letters]
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Hello, I’m here to crush your dreams.
There will be no mounts coming with the Flame and Frost story arc.
Also, to address further speculation we’ve seen about the concept art for Flame and Frost (and what it may portend): there will be no Cantha and no dragons coming with the Flame and Frost story arc, either.
Thank you.
thank you a lot for that post.
i was really worried that i would have to see mounts in gw2 and im glad anet doesnt do this mistake.
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is Sigil of Paralyzation even working with Daze?
i use S/D too and so far i hesitated to get the sigil since it says “stun duration” and not “daze duration”. Or does “stun duration” work with every kind of CC (knockback, knockdown, stun, daze, etc)?
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Spectral wall:
agree with you. i tried it out in some fractal runs and its just too weak. might be better as an AoE like mesmers chaos storm instead of a wall.
or, like another thread in this forum suggested, it could absorb projectiles.
btw, the ethereal field is still on your position, not where the wall is.
Flesh wurm:
as you said, niche skill. i use it in the swamp fractal. nowhere else.
Signets:
locusts passive is nice; i use it in nonDungeon-PvE because im lazy and dont need utilities there.
everything else about the signets is kitten. weak actives (except undeath), the cooldown is waaay too long and the passives are weak and boring (except locust). i have no idea if plague signets passive now finally works, but i didnt find anything about it in the patchnotes.
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completely agree.
i kittening hate the looks of him. jagged horror/bone minion looks horrible too.
at this point i just hope that one day, anet will offer alternative skill-animations and minion-skins in the gem shop.
i would definitely pay some gold for a flesh golem that looks like the gw1-flesh golem/celestial horror
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i agree with them that AoE-damage is too important in WvW right now.
most of the time you dont even have to bother with single-target stuff in bigger group-fights.
as for the rez-problem:
anet should just reduce the infight-revive speed by a lot. its ridiculous how fast you can revive downed players and that you can outheal a lot of incoming damage.
tbh, i’d love to see some portal-like restrictions on many other AoE-skills. for example all the block/reflect-walls and -barriers. or these ridiculous “lolcantcross”-lines and bubbles of the guardian.
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is this about pvp or pve?
Powernecro(pve) here, i love underwater battles.
Spear#2 does good Aoe-damage, spear#1 is decent and AoE-too (thats what dagger should be like: AoE-damage on 3rd chain-skill)
spear#3 is nice too, spear #4 is awesome to pull mobs together.
trident#2 is always useful and trident#5 probably deals the highest damage possible as a power necro (and its AoE too).
with my thief or mesmer, underwater battle are much worse
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a parasitic bond trait that is more like its GW1 counterpart
a spinal shivers that hurts people in an AoE when it removes boons. like Pain of Disenchantment.
that is all
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Yeah, I’ve also noticed that going into Death Shroud cancels my might from Blood is Power…
This is not correct,
tested this in PvE and WvW and it worked fine.
Death Shroud, sure is nice… But not very long lasting and not very effective considering that its mostly just another health bar with a 3 decent dmg shots(and those dmg shots drains that health), things most other classes dont even need given that their weapon skills hit for tons of dmg.
DS-Skills drain your life force? Are you high?
Staff… sucks.
…at attacking stationary targets, yes. otherwise, no.
i agree that necro is in a bad shape right now, but in no way does it need a complete redesign/overhaul. Just a lot of changes to kittened up traits and meh skills.
But the concept of the class mechanic is fine, imo.
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Well of Stability
stupid name but thats exactly what it should do:
Grants 10 seconds stability to your allies and does some other fancy stuff (damage to enemies, protection to allies, something like that).
Is affected by all well-traits, of course. Should have an AoE as big as elemantalists Healing rain (radius 360).
On a second thought, a spectral elite that grants stability to allies might be better since there are already very good wells in the game.
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Oglaf: Is that really the first rule of a game? :P
Its definitely an important rule that prevents a lot of frustration.
But kitten the concept arts look gorgeous
Im still waiting for the day when my Charr nec gets something else to wear than skirts.
And boots that dont just look like human-boots with holes for the claws in it, but like actual charr boots or the bandages on cleric’s concept art pic.
I dont mind horns clipping through the helm at all, its still better than helmets which simply cut off the horns.
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So you say that life force takes a while to build up unless you put trait points into it. I agree. But then you say that in order to put trait points into life force regeneration you have to sacrifice damage. What the what?? The Soul Reaping line gives critical damage and Spectral Attunement is in the Curses line, you know, the one that improves both direct and condition damage?
still, critdamage is a very specific/particular stat and not that useful for a conditionmancer or any necro-spec that hasnt a high precision-stat.
If you are a condition build, then a staff with Soul Marks works well also. I wouldn’t call fighting in DS “weakening” your other skills, either, you are just saving them for later.
You could call it that, yes, but still, why are powermancers allowed to proceed dealing high damage in DS while ‘saving their skills’ and Conditionmancers not?
I dont think it would be imbalanced when Ds#1 applies a bleed too, just like the scepter.
And if that is OP, Life blast should be swapped out for plague blast while youre wearing a scepter.
On another note:
Life Blast behaves like a projectile, can be reflected etc., so why the hell isnt it a projectile finisher (100% pls)?
It wont make that skill OP imo and this way every necro-spec gets another finisher (a very common complain).
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@nay of the ether: kitten why did you post that?!
that female charr caster looks awesome, especially the 3rd pic; i guess i now have to make another charr…
there are clearly not enough classes in gw2
@konggorilla: thanks. Ansatz got it right, its the HoM-staff. if i ever get the money (or the luck), i will switch it out for the Crossing.
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i still play necro and i love it.
lately i started to play him in wvw and even a little bit sPvP again and have lots of fun. and i dont feel that weak either
what really bugs me are the kinda useless/boring/weak minor traits, the kittened up fear(-update) and the lack of a viable support-build with heal (thanks to horrible transfusion/deathly invigoration/vampire-stuff).
oh, and the “this necro is not necro, QQ, rename it plx and redo it completely”-kittentards here in the forum; hell, i hate that…
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sure you can.
[15 signs and stuff]
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havent found a good focus skin yet, i still use the one of the hall of monuments.
spirit links look cool but the costs are ridiculous
and tbh i am still waiting for focus skins that look like daggers
edit: @paniolo: oh wow…didnt know about accursed chains. youre right, they look awesome too (and are relatively cheap). immediately forged them, thanks
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I like to think of the Necromancer as fairly useful. I’ll say that you don’t “need” any class in a dungeon…
Dredge fractal – need a thief.
Swamp fractal – a mesmer would be nice.
Volcanic fractal – healing guardian, or two.Though, f fractals. I like CoF so much more.
Dredge fractal – a mesmer is fine too
Swamp fractal – you need a mesmer for that? with flesh worm and spectral walk, necro got some nice abilities for this fractal too
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Secondly, now that PB is fixed, can we remove it?
I lol’d. And completely agree.
I would love to see a Parasitic bond that is more like the GW1-version: you curse a target and when
a) it dies
b) the curse runs out
c) the curse gets removed
you get health.
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Chilling Darkness + Plague form (Necromancer) seems ‘fixed’ too, so i guess that wasnt norn-specific. looks like they made all traits working while transformed.
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So…
the ‘Music’-achievements are kitten because its not actually playing music and too easy (in your opinion)?
and the JP-achievement is kitten because its too hard and you cant get it? the JP was really kittening easy imo, only took me like half an hour. Not comparable to Mad King’s tower at all (Oh, and in case you wonder: 23, no energy drinks involved).
And the ‘PvP’…well, its just a christmas special, kitten #8230;dont take it that serious.
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I think those build names (Versatilomancer, Feralomancer, etc.-mancer) are getting out of hand.
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plague and chilling darkness now work properly together.
tested it in the mists
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